- Added Rallying Cry on warrior cooldown list.
- Healthstone now is considered both healing and cooldown attributes. - Fixed the sort method for custom displays, now the bars wuth same value is correctly sort by alphabetical. - Fixed non-combat switch by role where changing role wasn't changing the attribute. - Fixed the icons hiding and showing with Alpha Modify Types. - NickTag now don't check if a received name is invalid.
This commit is contained in:
+13
-13
@@ -129,7 +129,7 @@ function atributo_custom:RefreshWindow (instance, combat, force, export)
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total = atributo_custom._TargetActorsProcessedTotal
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top = atributo_custom._TargetActorsProcessedTop
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end
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if (amount == 0) then
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if (force) then
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if (instance:IsGroupMode()) then
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@@ -163,7 +163,6 @@ end
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--> refresh functions
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function atributo_custom:Refresh (instance, instance_container, combat, force, total, top)
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local qual_barra = 1
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local barras_container = instance.barras
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local percentage_type = instance.row_info.percent_type
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@@ -277,7 +276,6 @@ end
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atributo_custom._TargetActorsProcessedAmt = 0
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atributo_custom._TargetActorsProcessedTotal = 0
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atributo_custom._TargetActorsProcessedTop = 0
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instance_container:ResetCustomActorContainer()
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end
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@@ -321,6 +319,7 @@ end
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instance_container:SetValue (actor, actortotal)
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end
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end
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end
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@@ -465,7 +464,7 @@ end
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for _, targetactor in _ipairs (spell.targets._ActorTable) do
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if (roster [targetactor.nome]) then
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--> add amount
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instance_container:AddValue (targetactor, targetactor.total)
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instance_container:AddValue (targetactor, targetactor.total, true)
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atributo_custom._TargetActorsProcessedTotal = atributo_custom._TargetActorsProcessedTotal + targetactor.total
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--> add to processed container
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if (not atributo_custom._TargetActorsProcessed [targetactor.nome]) then
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@@ -481,7 +480,7 @@ end
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if (targetactor) then
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targetactor = spell.targets._ActorTable [targetactor]
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--> add amount
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instance_container:AddValue (targetactor, targetactor.total)
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instance_container:AddValue (targetactor, targetactor.total, true)
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atributo_custom._TargetActorsProcessedTotal = atributo_custom._TargetActorsProcessedTotal + targetactor.total
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--> add to processed container
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if (not atributo_custom._TargetActorsProcessed [targetactor.nome]) then
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@@ -496,7 +495,7 @@ end
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if (targetactor) then
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targetactor = spell.targets._ActorTable [targetactor]
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--> add amount
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instance_container:AddValue (targetactor, targetactor.total)
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instance_container:AddValue (targetactor, targetactor.total, true)
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atributo_custom._TargetActorsProcessedTotal = atributo_custom._TargetActorsProcessedTotal + targetactor.total
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--> add to processed container
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if (not atributo_custom._TargetActorsProcessed [targetactor.nome]) then
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@@ -644,7 +643,7 @@ end
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for _, targetactor in _ipairs (spell.targets._ActorTable) do
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if (roster [targetactor.nome]) then
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--> add amount
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instance_container:AddValue (targetactor, targetactor.total)
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instance_container:AddValue (targetactor, targetactor.total, true)
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atributo_custom._TargetActorsProcessedTotal = atributo_custom._TargetActorsProcessedTotal + targetactor.total
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--> add to processed container
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if (not atributo_custom._TargetActorsProcessed [targetactor.nome]) then
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@@ -660,7 +659,7 @@ end
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if (targetactor) then
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targetactor = spell.targets._ActorTable [targetactor]
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--> add amount
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instance_container:AddValue (targetactor, targetactor.total)
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instance_container:AddValue (targetactor, targetactor.total, true)
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atributo_custom._TargetActorsProcessedTotal = atributo_custom._TargetActorsProcessedTotal + targetactor.total
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--> add to processed container
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if (not atributo_custom._TargetActorsProcessed [targetactor.nome]) then
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@@ -675,7 +674,7 @@ end
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if (targetactor) then
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targetactor = spell.targets._ActorTable [targetactor]
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--> add amount
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instance_container:AddValue (targetactor, targetactor.total)
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instance_container:AddValue (targetactor, targetactor.total, true)
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atributo_custom._TargetActorsProcessedTotal = atributo_custom._TargetActorsProcessedTotal + targetactor.total
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--> add to processed container
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if (not atributo_custom._TargetActorsProcessed [targetactor.nome]) then
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@@ -754,9 +753,9 @@ end
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end
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local row_value = _math_floor ((self.value / top) * 100)
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--tooltip function--
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-- update tooltip function--
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actor_class_color_r, actor_class_color_g, actor_class_color_b = self:GetBarColor()
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self:RefreshBarra2 (row, instance, previous_table, is_forced, row_value, index, row_container)
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@@ -926,7 +925,7 @@ end
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function atributo_custom:ResetCustomActorContainer()
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for _, actor in _ipairs (self._ActorTable) do
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actor.value = 0
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actor.value = _detalhes:GetAlphabeticalOrderNumber (actor.nome)
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end
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end
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@@ -936,6 +935,7 @@ end
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end
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function atributo_custom:AddValue (actor, actortotal, checktop)
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--print (debugstack())
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local actor_table = self:GetActorTable (actor)
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actor_table.my_actor = actor
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actor_table.value = actor_table.value + actortotal
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@@ -1179,21 +1179,35 @@ function _detalhes:SwitchTo (switch_table, nosave)
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end
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--backtable indexes: [1]: mode [2]: attribute [3]: sub attribute [4]: segment [5]: raidmode index [6]: solomode index
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function _detalhes:CheckSwitchOnCombatEnd (nowipe)
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function _detalhes:CheckSwitchOnCombatEnd (nowipe, warning)
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self:SwitchBack()
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local role = _UnitGroupRolesAssigned ("player")
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local got_switch = false
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if (role == "DAMAGER" and self.switch_damager) then
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self:SwitchTo (self.switch_damager)
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got_switch = true
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elseif (role == "HEALER" and self.switch_healer) then
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self:SwitchTo (self.switch_healer)
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got_switch = true
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elseif (role == "TANK" and self.switch_tank) then
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self:SwitchTo (self.switch_tank, true)
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got_switch = true
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elseif (role == "NONE" and _detalhes.last_assigned_role ~= "NONE") then
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self:SwitchBack()
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got_switch = true
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end
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if (warning and got_switch) then
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local attribute_name = self:GetInstanceAttributeText()
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self:InstanceAlert (string.format (Loc ["STRING_SWITCH_WARNING"], attribute_name), {[[Interface\AddOns\Details\images\sword]], 18, 18, false}, 4)
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end
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if (self.switch_all_roles_after_wipe and not nowipe) then
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@@ -1205,36 +1219,51 @@ function _detalhes:CheckSwitchOnCombatEnd (nowipe)
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end
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function _detalhes:CheckSwitchOnLogon()
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function _detalhes:CheckSwitchOnLogon (warning)
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for index, instancia in ipairs (_detalhes.tabela_instancias) do
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if (instancia.ativa) then
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instancia:CheckSwitchOnCombatEnd (true)
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instancia:CheckSwitchOnCombatEnd (true, warning)
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end
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end
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end
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function _detalhes:CheckSwitchOnCombatStart()
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function _detalhes:CheckSegmentForSwitchOnCombatStart()
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end
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function _detalhes:CheckSwitchOnCombatStart (check_segment)
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self:SwitchBack()
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local all_roles = self.switch_all_roles_in_combat
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local role = _UnitGroupRolesAssigned ("player")
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local got_switch = false
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if (role == "DAMAGER" and self.switch_damager_in_combat) then
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self:SwitchTo (self.switch_damager_in_combat)
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got_switch = true
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elseif (role == "HEALER" and self.switch_healer_in_combat) then
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self:SwitchTo (self.switch_healer_in_combat)
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got_switch = true
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elseif (role == "TANK" and self.switch_tank_in_combat) then
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self:SwitchTo (self.switch_tank_in_combat)
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got_switch = true
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elseif (self.switch_all_roles_in_combat) then
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self:SwitchTo (self.switch_all_roles_in_combat)
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got_switch = true
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end
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if (check_segment and got_switch) then
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if (self:GetSegment() ~= 0) then
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self:TrocaTabela (0)
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end
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end
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end
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function _detalhes:ExportSkin()
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